Crash on iOS
See original GitHub issueHi, I am getting the following crash on iOS.
com.badlogic.gdx.utils.GdxRuntimeException: File not found: gdxvfx/shaders/screenspace.vert (Classpath)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:142)
at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:638)
at com.badlogic.gdx.files.FileHandle.estimateLength(FileHandle.java:239)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:204)
at com.badlogic.gdx.files.FileHandle.readString(FileHandle.java:197)
at com.crashinvaders.vfx.gl.VfxGLUtils.compileShader(VfxGLUtils.java:103)
at com.crashinvaders.vfx.gl.VfxGLUtils.compileShader(VfxGLUtils.java:79)
at com.crashinvaders.vfx.effects.LensFlareEffect.<init>(LensFlareEffect.java:61)
The project works fine on desktop and Android.
Issue Analytics
- State:
- Created 2 years ago
- Comments:8 (3 by maintainers)
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Top GitHub Comments
Hi, sorry for not coming back to you earlier on this one. The problem was identified a while ago and still didn’t get any resolution.
The issue here is with the specifics of MobiVM. iOS modules basically don’t pick up the library’s built in asset files (including those shader vert/frag ones).
While there’s technically still no easy fix, one workaround would be to extract the library’s assets and add them to iOS module manually. For that you’d need to
gdx-vfx/effects/assets
dir and place it to the root of your iOS submodule.robovm.xml
file add a resource configuration entry like soThat should do the trick. Please let me know if you have any issues with that.
Thanks!
I copied the code for the time being, replacing the references.
Note for future readers: you have to do it to iOS only. For Android, still use the
classpath
call. I didn’t test for other platforms but I believe it is a good idea keep usingclasspath
.Cheers!